Waiting for location permission...

Broadcast and play with friends

Waiting for location permission...

This site uses Cookies for basic functionality for visitors who have accounts with us. Also, our trusted and reputable third party advertisers use cookies to determine which ads to serve.

We care a lot about your privacy and making sure that your experience on this site is a safe one, and in that effort we store as little information as possible. You can read more about that in our 2018 GDPR statement here.

Please accept our terms of use which can be found here. If you have any questions, or you do not agree and would like us to opt you out, please contact us using the contact form.

Swan Song Discussion

1 day ago

Awesome deck!! :D Only recommendations would be:
Pongify
/
Rapid Hybridization
in place of
Terminate
, they're more cost efficient and the 3/3 in EDH is negligible. You also want a
Swan Song
in there, since it's so cost efficient and stops most things that could thwart your plan.

Last but not least, I recommend you eventually move your updates and combo explanations to the update panel or description, since they'll eventually get lost in the comments.

5 days ago

In addition you can consider adding in the lines for
Isochron Scepter
/
Dramatic Reversal
since you are running quite a bit of rocks to go infinite mana, and then from there cast the spells on your target player.

6 days ago

Stifle's main utility in eternal formats is countering fetch lands, where it is an amazing card. A 1-mana land destruction spell in blue is brutal. As for Disallow, it depends on how your deck plays and your meta. If you regularly want to keep up mana, then it's better than Negate. If you see a lot of superfriends decks, then it's probably the best 3-mana counterspell, but I prefer efficiency. For example, in my
Shu Yun, the Silent Tempest
deck, the difference between keeping up
Swan Song
and Disallow is huge. Even the difference between keeping up
Counterspell
and
Disallow
can be the difference between killing an opponent and having to wait at least one more turn. I'll run
Admiral's Order
in Shu Yun before Disallow, because I'm much more likely to get wrecked by
Pongify
or
Path to Exile
on the attack after I've unloaded the pump spells in my hand than any activated ability. If you want another copy of Disallow,
Voidslime
is powerful, but you need to keep up GUU, which is a big cost if your deck isn't specifically built to work at instant speed. I don't think I would run it unless I was specifically in a Simic deck.

6 days ago

I feel like this deck is WAY too linear... If you were to play against any of my or any cEDH player's (which I am not a cEDH player) control deck this would fail altogether. Nothing is worse then having the win, playing it, and getting that winning feeling just to have someone say no with a
Force of Will
.

I would recommend
Tainted Pact
for running with
Laboratory Maniac
. It serves as an A + B combo for winning (+ draw 1 card ofc), and is safer for the purposes of your deck than
Demonic Consultation
, although you could easily run that for cheaper CMC comboing. Worth noting that Pact has synergy with Isochron, or can be used for getting the last combo piece for a Top combo.

It seems as if assembling infinite mana + draw deck is your goal. I would recommend slotting Copy Artifact + Winds of Rebuke
as an alternate wincon to lab man wins. Combos with dramatic scepter (you copy the scepter, imprinting winds of rebuke, to mill everyone out and pass to them, causing draws into empty libraries for GG).
Copy Artifact
and
Winds of Rebuke
also both have very high card quality, both are playable independently.

My last combo suggestion is for
Praetor's Grasp
. Especially with Sen having the potential to steal combo pieces, you have the potential to stop win cons as well as getting closer to your own.
Praetor's Grasp
will run as a functional tutor here, grabbing faster ramp or the combo pieces you need.

ad nauseum is a strong card, but you should consider the following. You are already pressuring your own life total with
Dark Confidant
as well as
Phyrexian Arena
, plus incidental damage from
Mana Crypt
as well as
Ancient Tomb
and the talismans. Your average cmc 2.33, meaning your Ad Naus will usually dig 10-20 cards, depending on damage and what you flip.. You also don't run any rituals, and have no way of reusing rocks outside of
Dramatic Reversal
. Supporting cards like
Chain of Vapor
or
Hurkyl's Recall
give extra mileage to Ad Nauseum as they let you re-ramp your own mana positive rocks after landing the Ad Naus, and
Yawgmoth's Will
is a monster in Ad Naus decks. You are also light on creatures and pack a medium sized removal package, so creatures can get free swings and reduce your Ad Nauseum that way too. You are running white, so you could decide to make ad nauseum +
Angel's Grace
a win-con as a possibility too. Right now Ad Nauseum looks more like expensive card draw in this deck than a strong win condition. As it stands, I firmly believe
Necropotence
is stronger in this current list.

You should consider swapping slower, permanent based draw spells for faster, instant/sorcery speed draw spells.
Brainstorm
+
Ponder
+
Preordain
+
Sleight of Hand
will all bring down the cmc for Ad Naus, help guarantee smoothness in your early game, and give you cantrips to "win immediately" with Lab man. They also allow you to hold up counterspells more meaningfully. You could cut Padeem, Teferi, and the U/B Tezzeret, those changes alone would cut 10 CMC out of your deck for speed and Ad Naus purposes. For what it's worth, I also believe that
Scroll Rack
is most effective in edh with decks that sustain larger handsizes (gives ability to dig deeper), and would also be a proponent of cutting for a cantrip. One final note on card draw, your commander acts as card advantage for you,

Your removal package can be modified to be faster and stronger.
Council's Judgment
has some nice perks, but it should be tertiary to both
Swords to Plowshares
as well as
Path to Exile
. Both of them are just far more efficient. You also only have two answers to artifacts or enchantments on the board,
Cyclonic Rift
or
Council's Judgment
. 2-3 more bounce spells could help with board state by quite a bit, especially if you are able to stax them out of replaying their pieces. 1-2 pieces or artifact/enchantment removal will also go a long way to helping your board presence, especially since cEDH skews towards non-creature permanents.

Humility
+
Night of Souls' Betrayal
is a nice creature lock, but I would rather see wipes in both of those slots. Humility wrecks card advantage from your own commander, and Night is low card quality outside of combo.
Elesh Norn, Grand Cenobite
is the preferred -x/-x effect, as it kills many of the strongest hate bears in the format (+ lab man) and allows your own hatebears to win through beatdown. I wouldn't recommend Elesh in a bear-lite build, so I would propose two wipes or pieces or removal instead.

Disallow
is high cmc for a counter, consider running something else if you still want Ad Naus. If you want to hamper activated abilities, run either
Pithing Needle
or
Phyrexian Revoker
, both can deal with some of the premiere critters of the format, from Sisay to Thrasios. There are still plenty of fantastic 1 or 2 cmc counters that are common in the format that you don't run, such as
Negate
and
Counterspell
. Special mention to
Swan Song
for also doubling as a dramatic scepter +
Copy Artifact
wincon

Land base looking strong. Only changes I would suggest are remove the ETB tapped manlands, because speed is important, as well as swap out the artifact lands for basics. With a very high artifact density, you don't need to be worried about metalcraft enabled for Opal, and having nonbasics that don't give abilities and only produce 1 color of mana is not worthwhile when you can get caught by someone else's
Back to Basics

1 week ago

For lands,
Cabal Stronghold
doesn't make any sense. You're running 7 Basic Swamps. If you wanted to put in
Cabal Coffers
with
Urborg, Tomb of Yawgmoth
, that could work, but I doubt you want to put your money there. Cascading Cataracts, Waterveil Cavern, Survivor's Encampment, Shimmering Grotto, Rupture Spire, Guildmage's Forum, and Gateway Plaza should be the next to go. You're running a 2-color deck, so you don't need such bad fixing. I'd also lose Everglades.

Nighthowler is the only really bad creature that I see, although you'll probably want more if you're on the self-mill plan. Triskaidekaphobia and Tree of Perdition are cute. I don't think I would run that, but if you're going to, run
Clutch of the Undercity
and
Dimir House Guard
to tutor up the pieces.

Modern:

All decks: 0.02%

Legacy:

All decks: 0.01%

Magic the Gathering, FNM is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. This site is unaffiliated. Articles and comments are user-submitted and do not represent official endorsements of this site.